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Dining Philosopher

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TimestampSince previousGameDining Philosopher's comment
Oct 3 09:17:55 Conways Crowded Farm ♥ 1 Didn't get profitable, first try I spent all my money and then found out I had to buy at least one farmer to be able to play :D The thing I miss the most is a play-to-end button. It also feels pretty arbitrary what moves where, so I set up the fields kind of randomly. Nice Diablo-reference on the clouds, but it's a bit confusing that north apparently points down 😅 Interesting game idea and open to lots more creative additions. Congratulations on your first entry and hopefully Godot 4 web supports get easier soon!
Oct 3 21:13:09 11h 55m Nice Park! ♥ 2 At first sight I thought this was going to be a game about not scratching other people's cars. Boy was I wrong.
Oct 3 21:18:58 5m 49s Escape from the clutches ♥ 3 Cool idea, I don't see too many fighting game entries :) Couldn't beat the first opponent though, either I wait with my attacks until there's an opening, or I spam them. Either way I lost by a fair margin. Audio is a bit repetitive - maybe the opponent's line gives some cue that I missed?
Oct 3 21:24:16 5m 18s Kiosk Tycoon ♥ 0 No idea how to select the products that will make a profit, since I have no idea who's going to show up, and even then I'd have no clue what they would buy except by observing over the course of multiple games which seems a bit tedious? Also the day is really long, it would be nice to add a fast-forward button if not simply resolve it in one go.
Oct 3 21:42:59 18m 43s Castaway Crisis: build or perish ♥ 2 I don't know what I'm smoking but the trees sure look glitchy. Maybe just the dehydration. I love the idea, though it was a bit difficult to figure out what to do or understand why the little guy is sometimes working away.
Oct 3 21:50:44 7m 45s Burn Beetle ♥ 3 Yaaay found the bugfam! Good visuals and concept, looks polished indeed! My two suggestions would be to free the fire particles since the game gets really choppy over time, which I can only imagine is because they are not removed. Other than that I'd pick a slightly different color for the walls, it was a bit hard to recognize them as walls now. Oh, and having the fire also illuminate an area would be even better.
Oct 3 22:38:51 48m 07s Flicker of Lumina ♥ 1 Ooof, I love it, so atmospheric, great ambient music, and brutally hard; I can't beat it. Made it to four fireflies. I quickly started not pushing the fireflies at all, since they will (permanently?) move slower afterwards. Maybe a life lesson. Perhaps a pull on the fireflies would be nicer as a game mechanic? It's tricky to predict their trajectory and lure the monsters into it without getting far into the darkness, where new monsters might be. The hitbox also feels unfair at times, with the stakes of getting hit being as high as they are it would be nice to feel every hit is justified. Having a new firefly at exact minute marks would give the player something concrete and known to look forward to, now I sometimes feel a bit frustrated and desperate when I'm running around on one heart with no potions dropping despite having multiple upgrades on those. Somehow I felt that the difficulty first seems to get easier and then harder again, I wonder if more people feel this way. Your game is actually kind of similar to mine, and you might also enjoy this one with a similar mechanic: https://ldjam.com/events/ludum-dare/54/vade-ratro
Oct 4 23:37:06 24h 58m Too Maneon Loots ♥ 2 Whoah amAzing visuals and a super fun idea! I'd have the same suggestions as @antti-haavikko
Oct 4 23:52:31 15m 25s Seagull Island | L'île aux Goélands ♥ 3 Very cute, I especially like the music/audio and how well it fits with the game. My only suggestion would be to automatically detect when there are no more moves - or I'm very bad at finding moves, I did three runs trying to lock myself in and couldn't trigger a "no more moves".
Oct 7 08:44:26 56h 51m Space In-Traders ♥ 2 Nice idea, I always struggle with making graph problems sufficiently game-like. As @nathmate says the shared cargo space works really well. I couldn't buy more resources, maybe you didn't implement this? And there seems to be only one level where the shortest path is a solution as @verttixpertti notes, unless the game crashed on the "on to the next system!" screen, but I figure "thanks for playing" means it's the end. Pretty pixel art btw.
Oct 7 09:15:17 30m 51s The Crater Village Game ♥ 1 Very original! The game reminds me of the podcast "Welcome to Nightvale", the game could be used to create episodes of that :) Great writing for the cards, I like how the events encourage introduction of new characters and leave open lots of room for interpretation and creativity for defining (historic) events. Recommended it to my sister + husband who are really into improv comedy, I think the game lends itself well for this. I didn't actually play it myself yet btw. One idea for the optional rules that occurred to me is that a player can draw two cards and answer both while making a connection between the two events. The only spelling fixes I could find: 14 - Something rare and valuble -> valuable O Why was that site targetted? -> targeted, usually Good job!
Oct 7 09:40:02 24m 45s Clockwork Express ♥ 3 Ooof, hard! Made it to level 5, it took me a while to figure out that I didn't have to solve the level before the ship reached the end, but had to hold out until then - which I think is a great mechanic. One thing that would be nice is to clearly indicate which blocks must stay in the ship, and which ones the player can swap out. Also, being able to unload a block with right click, and possibly having a panic-key to unload everything would be nice.
Oct 7 09:47:31 7m 29s Toys wars ♥ 2 Nice style with the isometric view and good pixel art. I don't have anyone here to play the game with, but I can imagine it's also strategically quite challenging. Some sounds and music would have been nice of course. On itch.io the game is very large for me on 100% btw, I could initially not see the "end turn" button or the build options, and also not scroll while the game has focus. I can make it smaller just by Ctrl-minus before the game has focus, but ideally you would have a fullscreen-button to automatically fit it. Also very nice that have support for different numbers of players!
Oct 7 09:59:35 12m 04s Sky's the Limit ♥ 0 Funny dialogues, and I was pleasantly surprised at level 3, very thematic. I then promptly died though because I didn't know what the counter resets to after a collapse :-\
Oct 7 10:27:56 28m 21s ALL OUTTA SPACE ♥ 0 Nice and simple, I liked the challenge of level 13. Often I just skipped the star, I suppose the idea is to get it AND be as fast as possible, but getting it always slows you so these objectives feel a bit conflicting. I'd also leave R for Restart even when you're in-game, the risk of accidentally pressing it is very low and it feels better than crashing into the wall. outtaspace.png
Oct 7 10:38:30 10m 34s Nuclear Arms 9: Tower of Time ♥ 2 I love how you're making a consistent series, amazing intro :D Nice gameplay too, my suggestion would be to make the regular attack "always on" so players don't have to mash for no reason - there's no cost to attacking as far as I know after all. The player then only has to choose when to use their queued mutation.
Oct 7 10:49:28 10m 58s Stacked ♥ 1 Good game, I especially like your choice of music! Add the freesound link maybe.